- Outfits, skins and hair are now customizable options while viewing PANDORA scenes.
- Scenes from different characters can now be added to the Pandora player. The shuffle button will also do this as well.
- The amount of filters for scenes have been reduced.
- The pace of Grid Combat was changed to be consistently faster, and to feel more rewarding the more you invest on leveling up your team. Most enemies still scale with your squad level, but the scaling curve now reflects your efforts.
- Enemy units were assigned roles to study them as groups. The roles are Tank, DPR (Damage Per Round) which is split into Melee and Ranged, Fodder and Elite.
- AI behavior was retouched; each type of enemy now prioritizes enemies more accurately to their role, rather than “find smol enemy, gang up on them”.
- With the previous Grid Combat structure, enemies rarely had the chance to shine; indeed, almost all of their confirmed kills were with basic attacks! While Attack has been slightly reduced across the board (see Role-specific Changes below), most units have also had their maximum Adrenaline reduced by 1, giving them the opportunity to express their talents if left unchecked.
- Tank: We wanted the more resilient enemies to live up to their role, so base HP was increased for any unit under 200 HP by ~20% and reduced the Attack for all Tanks by ~10%.
- Damage Per Round Melee: Most melee damagers were performing admirably, but were a tad overzealous. We reduced their Attack by ~10% without reducing the threat they pose if you catch them near you.
- Damage Per Round Ranged: Some of our ranged enemies were stockier than they looked; we trimmed
- Pirate Buccaneer’s base Shield from 55 to 50,
- Fuccbott Penetrator’s base HP from 200 to 180,
- Requital Commando’s base HP from 180 to 140 and
- Requital Guerrilla’s base HP from 200 to 150.
Small adjustments were made to Attack for individual units, bringing them closer to the average for their faction and role:
- Requital Commando’s Attack was reduced from 120 to 90.
- Requital Guerrilla’s Attack was reduced from 100 to 90.
- Scoundrel Artillery Drone’s Attack was reduced from 82 to 75.
- Elite: We wanted these units to still pack a punch, and changes here were made with scaling in mind.
- Kloi Prison Warden’s base HP was reduced from 330 to 300, and he’s decided to show up in more random scenarios.
- Requital Alpha secretly wanted to take over the operation, and we kicked them down a peg; their base HP was reduced from 250 to 230, and their Attack from 150 to 130.
- Scoundrel Raenos Merc was a significant threat from as early as the first missions, and his Attack was reduced from 150 to 130.
- Tibold’s fight was a little too grindy of an experience, and so we reduced his base HP from 1050 to 900.
- For the same reason, Azzorion’s stats were tweaked; his base HP was reduced from 1250 to 1200, and his Shield and Armor from 300 to 250.
- LubLub is not as immortal as she used to be, but remains very, very formidable; her Armor has been reduced from 500 to 400.
- Lily: The good doctor’s Healing passive was not competitive enough in our new pace. It now shows how much she cares, healing ~40% of the target’s HP.
- Killi: Our swashbuckling pirate is a bit of a daredevil, but a bit too daring than she can often afford. Her Ankle Slicer attack immobilized the target, but did so in melee range, and while she could fight back, taking too many hits was not good for her. We added knockback to the ability, pushing the opponent away but keeping them within striking distance of her other attack.
- Elaisha: We wanted only the best kind of cosmetics for Ela; her Freshen Up’s Armor recovery scales better and restores more, increased from 20% to 30%.
- Sova: It made sense for one of our sturdiest waifus to mind her defenses more; her Bring it On attack would restore Armor only if she hit an enemy with Armor, which was a little too situational. It now restores 20% of her Armor anyway, increasing to 30% if hitting an enemy with Armor.
- Huntress: Our lethal bounty hunter became just a tad more dangerous, and her Attack was increased from 110 to 120. Her Apex Predator ultimate also received a touch-up, and can now instantly take down an enemy with under 50% health, or a boss with under 15%.
The passive abilities for all our mantics have been released from leveling progression; this will allow you to strategize earlier on, and figure out your winning combinations anew!
- Chodestool: Ranged mantics generally don’t hit as hard as the melee ones, but Chodestool was a bit too far behind; we increased their Attack from 50 to 70.
- Trisha: One of our biggest outliers, Trisha was a Tank that couldn’t do their job. His Mobility was increased from 2 to 3, and we gave them a new passive ability, Sugar Rush, which doubles their Mobility for their first turn. Now Trisha can run to the forefront and tank appropriately. We also increased their Attack from 65 to 70.
- Equicox: Equicox was a little healthier than most, but not enough to make a significant difference. His base HP was increased from 400 to 450, and his Attack, which was significantly below par, was increased from 50 to 80.
- Rekall: In the same form as Lily, we felt Rekall’s healing ability should be improved so it will be worth using. We have increased their Attack from 55 to 70, and improved the scaling on the healing part of his attacks.
- Pervedillo: Another significant rework was that of Pervedillo; Pervedillo’s range was awkward, little readjusting was possible, and their Ultimate was too far, too late. We increased the attack’s range from 3 to 4, Pervedillo’s Mobility from 2 to 3, their Attack from 73 to 80, and reduced their maximum Adrenaline by 1, from 4 to 3, making the Ultimate a much more viable option to build around.
Keeping with the new Grid Combat tempo, we wanted DEVA Mode to be more easily attainable and much more impactful.
- The DEVA cocoon hatches in one turn, allowing everyone involved to act faster and not letting enemies pile up.
- DEVA Mode base stats have been improved as well; HP from 150 to 200, Attack from 150 to 200. Each hit packs a real punch now!
- Did you know the cocoon deals damage around it once it hatches? It now deals more, and the range of that kaboom is increased.
- A significant amount of waves have been reduced to 3 to allow for faster progress throughout Prodigium.
- Balancing to the enemies encountered was adjusted.
- As the game progresses, there are a couple of new pickups available tied to DEMI’s/The Mary Celeste’s progress.
- The anomaly’s cleared widget received an update. so that it tracks progress more accurately. This widget was added to the solar system as well.
- The Mary Celeste now upgrades based on progress in-game. This includes things like speed, increased scanner radius and more.
- Events now provide a new way to interact with them where resources, items and XP can be gained.
- Visual novel scenes have been updated throughout the game, bringing new camera angles and transitions.
- The quest log UI has received a visual update. We hope the new look improves readability.
- A legend for notifications was added to provide details on what to expect when reaching an anomaly in navigation (i.e. Sidequest, Treasure Hunt and Collectible).
- Added a new button “Squad” to access your current rosters details, originally the locker room UI.
- Added a new button “PANDORA” to quickly access the Pandora system.
- The original Locker Room UI received a visual update. along with access to additional systems.
- The wardrobe UI can be used to change outfits and hairstyles once they are unlocked.
- Devotion Quest has its own category for playback.
- Cinematics has its own category for playback.
- Upon recruiting mantics, they will now be visible onboard the Mary Celeste.
- The Bridge hologram received a visual update.
- DEMI has a new, unique progression system that allows you to become actively engaged in leveling her up while exploring Prodigium.
- We have also tied her progression to numerous Quality of Life improvements for the Mary Celeste!
- After you fully recruit Taron, she will open up a shop onboard the Mary Celeste located in the Engineering room. You can also use this shop to convert your resources from one into another. Very useful in case you’re lacking in TEK or BIO!
- This is a new feature added into the Captain’s Quarters room. Here, you will be able to view rewards and collectibles received from your crew as they level up, and as you explore planets throughout Prodigium Galaxy. You can expect to see ㅅㅅy pinups, listen to audiotapes, and other interesting behind the scenes art concepts, as well.
- The wardrobe UI can be used to change outfits and hairstyles once they are unlocked.
- To decrease the total size of the download folder, we separated the 4K videos from the game. These can be downloaded as option DLC which equates to roughly 30 GB's.
- Compression settings were changed in order to decrease the size of the audio folder. Upon changing it we saved roughly 10 GB’s.
- Going forward, updates should not require the game to redownload the whole game again. The files have been separated into chunks therefore allowing for reduced download times.
- Where feasible, texture size has been reduced.
- Cloud saving is now available.
- Achievements are now available.
- Devotion Quest dialogue sections do not list (Outro/Intro) anymore.
- Fixed issue where sections of the Quest Log were inadvertently set to hidden if filters were used in a specific order.
- Fixed issue when hovering over an ability after selecting it. This resulted in not being able to execute the ability unless clicking undo to redo the process.
- Fixed issue during Fortune’s Devotion Quest mission where the door would not open to progress.
- Some UI elements are currently loading at low resolution.
- Some SFX on buttons are missing.
- Taron’s shop UI has a work in progress layout in the 1.0 version, this will be fixed in a later patch
- When swapping between resources and currency using Taron’s shop, there are no fees. Make your transactions now while it lasts, gas fees are coming to Prodigium.
- Exit button doesn’t work when collectibles screen is enabled when viewing Captain Computer
- When gifting items, the items are stacked however there isn’t a number displayed to show quantity.
- On the main menu, playing the credits and then exiting causes the main menu music to stop.
- There are 3 anomalies that are not accessible due to future updates, 1 hidden in Hydra, 1 in Kraken and 1 in Dragon North.
- Some boss fights still need tuning based on sponginess and player feedback.
- Huntress’ first fight needs a checkpoint system implemented.
- Pickups need to be more abundant during random scenarios.
- Improve Gamepad Support.
- Some boss fights still need tuning based on sponginess and player feedback.
- Blythe’s “W” attack will receive a VFX overhaul.
- Ela’s scene Plug It has a lens flare issue when viewed with the NSuit outfit
- The sweat skin is not noticeable when the Visual Effects setting is set to lower than high.
- Blythe shrank a few inches during her neutral idle! She should be back to normal height in a future patch.
- Some lighting issues persist on certain Pandora scenes at settings lower than the max.
- A few visual novel scenes still need additional revamping.
- Erark’s hologram cuts off at the elbows.
- Some physics issues persist on characters like Celestina and Huntress.
- Gallery images that display on Captain’s computer are no longer visible when returning to take another photo in the gallery. However, the photos are still available using the gallery poster.
- Taron’s audiotapes are not yet in the game.
- Alt-Tabbing potentially can cause the game to crash, especially during areas of the game where high loads take place.
- Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
- As a reminder, previous saves are not intended for use with the 1.0.0 release. The option to start a New Game will be available.
- If you encounter pak file decompression related crashes try verifying integrity of game files as this usually fixes the issue.
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